GLES supports per-texture alpha perfectly, it was the bug in Alien Blaster that prevented nuke to be drawn correctly
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@@ -95,7 +95,7 @@ Game::Game() {
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// for arcadeMode
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gameOverSprite = surfaceDB.loadSurface( FN_GAME_OVER );
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nukeEffectSurface = surfaceDB.loadSurface( FN_NUKE_EFFECT, true );
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nukeEffectSurface = surfaceDB.loadSurface( FN_NUKE_EFFECT );
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bossAlarm = Mixer::mixer().loadSample( FN_SOUND_BOSS_ALARM, 60 );
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@@ -656,6 +656,7 @@ void Game::drawNukeEffect() {
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SDL_BlitSurface( nukeEffectSurface, 0, screen, 0 );
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/*
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int randRange = (int)
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(( ((NUKE_EFFECT_DURATION / 2.0) - timeFromMaximum) * NUKE_QUAKE_EFFECT /
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(NUKE_EFFECT_DURATION / 2.0 ) ) + 0.5);
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@@ -690,6 +691,7 @@ void Game::drawNukeEffect() {
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}
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SDL_BlitSurface( screen, &src, screen, &dest );
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*/
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}
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@@ -77,7 +77,7 @@ void Infoscreen::draw() {
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SDL_Rect r;
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r.x = 250;
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r.y = 0;
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r.w = 1;
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r.w = 2;
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r.h = screen->h;
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 0, 255, 0) );
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@@ -68,7 +68,7 @@ SdlCompat_AcceleratedSurface *Video::init(){
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SDL_ShowCursor(SDL_DISABLE);
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__android_log_print(ANDROID_LOG_INFO, "Alien Blaster", "Initializing video done");
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empty = surfaceDB.loadSurface(FN_ALIENBLASTER_INTRO);
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//empty = surfaceDB.loadSurface(FN_ALIENBLASTER_INTRO);
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return screen;
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}
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@@ -76,19 +76,17 @@ SdlCompat_AcceleratedSurface *Video::init(){
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void Video::clearScreen() {
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// clear the screen
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/*
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SDL_Rect r;
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r.x = 0;
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r.y = 0;
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r.w = screen->w;
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r.h = screen->h;
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SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0) );
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*/
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SDL_BlitSurface(empty, NULL, screen, NULL);
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 0, 0, 0) );
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//SDL_BlitSurface(empty, NULL, screen, NULL);
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}
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void Video::toggleFullscreen() {
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// TODO: fix that?
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/*
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if ( fullscreen ) {
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screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, BIT_DEPTH, SDL_DOUBLEBUF );
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